Finduilas

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  1. No problem; I've build a lot of typed def tanks/brutes/scraps, so the limitations of the most frequently used sets are second nature to me at this point.

    Your power selection and order aren't bad, but IMO you could easily drop one attack (Barrage or Stun would be my choice) and Energy Protection. The E/NE/Toxic resists EP gives you are so small they're not very useful, and although it's handy as a a set mule, there are other things you could take that would help you more. I'd drop one power from your primary and one from the secondary; if you're not interested in patron powers, SJ and Hasten would be my picks.

    For slotting, your absolute first priority should be to get the Steadfast +def unique and slot it in Dampening Field or Tough. It will give you 3% defense to all damage types, so that's 3% you don't have to get through set bonuses.

    6 slots of Red Fortune gives you just 1.25% E/NE def, and since those powers only really need 4 slots, finding another source of E/NE def will save you a lot of slots. So drop KS and PS down to four slots and use a defense set that has 4-slot bonuses you like; LotG and GotA are my favorites, but Serendipity isn't bad if you're strapped for infamy.

    Overload is way, way, overslotted for defense. One defense common, a couple of recharge and a End Mod is all you really need. One the other hand, Energy Drain is way underslotted--it's now a heal as well as endurance recovery, so try to slot it as fully as possible for End Mod, Recharge, and Heal.

    To make up for the lost E/NE def from the Red Fortune sets, I'd recommend 2-slotting CJ and SJ (if you take it) with two slots of Blessing of Zephyr; all but the -KB IO. And instead of the Mako's set, which gives you only 1.88% E/NE def, try 3 slots of Pounding Slugfest and 3 of Pulverizing Fisticuffs. It gets you slightly more E/NE def (2.5% vs 1.88%) and it will fully slot the attack for damage, which the Mako's set does not. And I wouldn't worry too much if your NE def isn't quite up to soft-cap, that shouldn't hurt your survivibility too much.

    By far the most efficient way to get S/L def from ST attacks is slotting Kinetic Combat, but keep in mind that 4 slots of Smashing Haymaker has the same S/L def bonus as 6 slots of ToD, at a fraction of the cost. But based on your build, once you get the Steadfast slotted, you won't need additional S/L def past what the three KC sets gives you, so I'd consider some other set for ET and TF; for instance, Crushing Impact is always useful for its accuracy and recharge bonuses.

    I see you're using Aegis, which is a great option for F/C def, but you might also consider 5-slotting Taunt with Mocking Beratement, which has very nice S/L and F/C def bonuses. If you add a 6th slot you also get a recharge bonus.

    As I mentioned in my earlier post, the KC and Eradication sets need additional slots. I recommend at least one additional slot for KC; a CI Acc/Dam/End or Mako's Acc/Dam/End/Rchg would work well. For the Eradication set in Whirling Hands, you need to take WH earlier so you can five or 6 slot it. I recommend adding 2 slots of Scirocco's Dervish; adding the Dam/End and Acc/Dam/End will leave it well slotted for damage and end reduction.

    And speaking of power order, I'd recommend an order something like this. I dropped Barrage and EP for SJ and Hasten, but the main change is that CJ, Energy Cloak, and Whirling Hands are taken much earlier, and Build-up, Dampening Field, Boxing and Tough are much later.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 48 Magic Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Villain Profile:
    Level 1: Energy Punch -- Empty(A)
    Level 1: Kinetic Shield -- Empty(A)
    Level 2: Bone Smasher -- Empty(A)
    Level 4: Power Shield -- Empty(A)
    Level 6: Combat Jumping -- Empty(A)
    Level 8: Hurdle -- Empty(A)
    Level 10: Entropy Shield -- Empty(A)
    Level 12: Whirling Hands -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Health -- Empty(A)
    Level 18: Total Focus -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Energy Cloak -- Empty(A)
    Level 24: Build Up -- Empty(A)
    Level 26: Stun -- Empty(A)
    Level 28: Energy Drain -- Empty(A)
    Level 30: Taunt -- Empty(A)
    Level 32: Energy Transfer -- Empty(A)
    Level 35: Dampening Field -- Empty(A)
    Level 38: Overload -- Empty(A)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- Empty(A)
    Level 47: Weave -- Empty(A)
    Level 49: Hasten -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
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  2. 1) Change your Mid's color scheme; it's hideous and almost unreadable on a blue background.

    2) Make sure the link works and/or provide a data chunk so the build can be viewed in Mid's.

    3) Kinetic Combat and Eradication are not sets where you can throw 4 of them in an attack and call it done. Those attacks are currently underslotted for accuracy, damage, and/or end reduction and need more slots.

    4) Mako's Bite, Red Fortune, and Touch of Death are sets that primarily give positional defense and you want typed defense for EA. You could almost certainly get the defense you need with fewer slots, and perhaps with less influence.

    More when I can actually see the build in Mid's...
  3. All those Red Fortune are a very slot-intensive way to get Ranged def, especially because it means that the S/L resistance in Deflection is unslotted and the resistance to everything else in True Grit is extremely underslotted.

    Instead of 6-slotting RF, drop the End and End/Rchg slots and use a defense set with good 4-slot bonuses like LotG or GotA. Move the extra slots from BA and Weave to two-slot Blessing of the Zephyr (*not* the -KB IO) in SJ and CJ. That will give you almost as much ranged defense (6.26% vs 7.5%) as the three sets of RF.

    The two now-empty slots in Deflection can be slotted with common resistance IOs, and you can add a couple of slots to True Grit to more fully enhance the +HP resistance in True Grit.

    That's what I would do, anyway.
  4. Quote:
    Originally Posted by Tonality View Post
    I would recommend not taking both tier-1 attacks, because it really limits your room as you progress through the levels. Bash/Pulverize, Jawbreaker, Clobber, and your future attacks as you level later should round out your attack chain nicely. If you do take it now, plan to respec out of it later.
    Agreed. The standard advice for WM tanks is to drop either Pulverize or Jawbreaker, but Brutes fortunately also get the option to drop Bash. And that's what I'd recommend, unless the OP is concerned about having enough quick charging attacks to generate Fury, in which case skipping Pulverize is an option.
  5. Quote:
    Originally Posted by Blue_Fenix View Post
    So, I've been messing around in Mids some more... if I only leave out 1 from my primary (Grant Cover) and 2 from my secondary (1 attack and either taunt or build up, most likely), I've still got a very tight build if attempting to get Weave, CJ/SJ, and Stamina. What would you think of picking up Maneuvers early on and respec'ing out of it for Weave later? Or does anyone have another suggestion for powers that are skipable/put-off-able in SD?
    It's not essential that you hit the soft-cap early; most of the really tough content isn't available until the end game anyway. Skip Manuevers altogether and try to fit in Grant Cover, late if necessary.
  6. First off, Against All Odds should be taken *much* earlier, definitely pre-20. You should also be sure to pick up Stamina by level 20. Of the Shield powers, both Grant Cover can Phalanx Fighting can easily be delayed until the 20s, and in the case of GC, even later.

    The choice of Boxing by itself is more than a little odd, you have plenty of attacks without it and it's not that great an attack, anyway. Did you mean to also pick up Tough and Weave? If not, you should definitely consider it; your goal should be to soft-cap to all positions, and although its possible to do so without Weave or CJ, it takes a pretty substantial investment in IO sets for the defense bonuses.
  7. It's hard to make recommendations that might improve your build without actually seeing your current build. If it's in Mid's, just post it here. Otherwise, at least give us an idea of what powers you've taken and how they're slotted.
  8. "Cool" is a matter of opinion; I think the Mace options are very cool.

    Quick summary of the differences between Axe and Mace:

    Two of Axe's attacks have slightly higher damage than than the equivalent in Mace (Cleave > Shatter, Pendulum > Crowd Control). However, Mace has Clobber, which does more damage than Cleave, Axe's most damaging attack, and Whirling Mace, which does slightly more damage but is otherwise identical to Whirling Axe.

    Although two of the three Axe multi-target attacks do more damage than the equivalent attack in Mace, this advantage is offset by the fact that Shatter's cone is signficantly wider than Cleave's, (45 degrees vs 20 degrees) and Crowd Control can hit twice as many targets as Pendulum. (10 vs 5) Cleave actually has a max target number of 10 vs 5 for Shatter, but in practice that's not very helpful difference since the arc of Cleave's cone is so narrow. Both Pendulum and Crowd Control have an 180 degree arc, so it is quite possible to fit 10 foes in that area.

    Bottom line, most consider Mace to be the superior AoE set since its attacks can hit more foes more often, though with slightly less damage than you would get with Axe.

    The KD vs KD/Stun issue is purely a matter of personal preference, IMO. Some people hate the "stun stumble", but I love the ability to stun bosses and Lts. at will with Clobber.

    Hope that helps!
  9. One very big problem obvious to even a cursory inspection is that the lack of end reduction in your attacks and other high endurance powers (Death Shroud, Dark Regen, Cloak of Fear) is going to flat-line your end bar in no time.

    Even with Dark Consumption, the 'big three' end eaters should have at least 50-60% end reduction; currently, Death Shroud has less than 20%!. And although Dark Consumption has a very low end cost, you should be aiming for at least 40% end reduction in Soul Drain and Shadow Maul.

    If you're looking for S/L defense, the Obliteration set is not a good choice since it takes 6 slots to get a bonus you could get with, say, 4 Smashing Haymaker at a fraction of the cost. In addition, 6 slots of Oblit (and Eradication) has very little end reduction. I'd recommend that you scrounge the slots to four slot Boxing with another set of Kinetic Combat, which will give you the same S/L def bonus as two sets of Oblit. Then slot Shadow Maul, Death Shroud and Soul Drain with a combination of 3-4 Eradication plus 2-3 slots from another set, heavy on the end reduction.

    Any particular reason you took Smite so late? The Fighting Pool can easily be pushed back a level or two so you can get it early. It would also make sense to slot up Cloak of Darkness, since it has the same amount of defense as Weave and any defense you get from CoD you won't have to use bonuses to get.
  10. Trialtester, as you can see from Talbein's example, it is completely feasible to put together a solid, soft-capped Shield Defense build without a single purple or billions of influence. Once you have the Steadfast +Def, Weave, and CJ, reaching the soft-cap isn't hard at all. Multistrikes and the Gaussian's set in particular are really good, inexpensive choices.

    If I were to do a SD/Mace, it'd be a little different, I'd take Grant Cover & Build Up instead of Focused Accuracy and Physical Perfection, but either way is perfectly workable. FYI, Grant Cover is primarily a team buff, but it does provide the player with some additional defense debuff and recharge debuff resistance. Not essential, but very nice to have.
  11. Quote:
    Originally Posted by Tonality View Post
    I'm not recommending it either - I'm recommending aiming for 32.5% defense instead of pushing for another 12.5% defense. I also didn't see a need to post another build since you both posted nice builds.
    Thanks! I actually understood you weren't recommending it, but I just wondered why you mentioned it when it wasn't used in any of the builds.

    Idle curiosity, that's all.
  12. As the proud player of two /Mace tanks, I can assure you that in its current iteration, taking 6 of the 7 Mace attacks is a perfectly reasonable thing to do, and what I'd recommend to any player considering the set.

    Skipping Clobber, on the other hand, is just plain nuts.
  13. Quote:
    Originally Posted by Tonality View Post
    Another good set to consider is reactive armor for your toggles. 4 of them will give you 1.88% S/L/E/N defense, which when slotted into tough and mind over body also adds some decent defense.
    Reactive Armor is 1.25% E/NE/S/L, BTW, not 1.88%.

    Quote:
    32.5% is the magic number for defense, because you can soft-cap yourself with a single luck. If you start focusing on achieving high defense numbers, you will reduce your overall performance because sacrifices have to be made to achieve that high level of defense. It is possible to achieve that high amount of defense, and I'll show you, but you're looking at spending about 4 billion inf. However, even with that kind of investment, you still won't softcap all types of damage, so go for S/L. That PvP IO alone is going to cost a fortune and is the only real reason why softcapping is feasable without seriously gimping your character.
    Just curious where the GA +Def came into it, since it's not in the OP's orignal build or the two sample builds posted by Alpha and me. I never put it in build red or blue-side, it's so rare and expensive it seems silly to build around the assumption that one will be available.
  14. Well, you gave him what he *said* he wanted, and and I gave him what I *thought* he wanted, so hopefully we'll have all the bases covered either way!
  15. Hmm, I thought you wanted S/L as well as E/NE/F/C, based on all those ToDs. As Alpha said, they don't help at all with E/NE/F/C--and they are a very expensive way to get S/L, considering that there are many better ways out there.

    Here's a build that concentrates on S/L as well as E/NE. IMO, F/C defense should be a low priority given its relative rarity compared to the other four damage types. Unfortunately, it's tough to hit the soft-cap for S/L/E/NE on a SS/WP for a couple of reasons: WP as a set has much less S/L def than E/NE/F/C, and the fact that SS has so few AoE attacks, since using Eradication is one of the best sources of E/NE bonsuses. (Note that you could boost the S/L on this build a little higher if you could find 3 slots to put in Boxing for another set of Kinetic Combat.)

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Veheme: Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery
    Villain Profile:
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Knock%:35(39), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), C'ngImp-Acc/Dmg/EndRdx:50(42)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(7), Numna-Heal/Rchg:50(17), Aegis-ResDam:50(19), Aegis-ResDam/EndRdx:50(19), Aegis-ResDam/Rchg:50(21)
    Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), C'ngImp-Acc/Dmg/EndRdx:40(5)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:40(11)
    Level 6: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Regen/Rcvry+:50(13), Numna-Heal:50(13), RgnTis-Regen+:30(15), Heal-I:50(15)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(21), KntkC'bat-Dmg/EndRdx:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(34), Mako-Acc/EndRdx/Rchg:50(36)
    Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(34)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Winter-ResSlow:50(23), Zephyr-Travel:50(23), Zephyr-Travel/EndRdx:50(25)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(17), Numna-Heal:50(40)
    Level 18: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(43), RechRdx-I:50(46)
    Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-End%:50(29), P'Shift-EndMod/Acc:50(36)
    Level 22: Swift -- Run-I:50(A)
    Level 24: Health -- Mrcl-Rcvry+:40(A), Heal-I:50(27), Heal-I:50(40)
    Level 26: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(29), P'Shift-End%:50(31), P'Shift-EndMod/Rchg:50(39)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
    Level 30: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(36)
    Level 32: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(37), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(40)
    Level 35: Boxing -- Acc-I:50(A)
    Level 38: Strength of Will -- ResDam-I:50(A)
    Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam:40(43), RctvArm-ResDam/EndRdx/Rchg:40(46), S'fstPrt-ResDam/Def+:30(46)
    Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45)
    Level 47: Mu Lightning -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48), Thundr-Acc/Dmg/Rchg:50(48), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/EndRdx/Rchg:50(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------

    Set Bonus Totals:
    • 22.4% Defense(Smashing)
    • 22.4% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.7% Defense(Melee)
    • 15.8% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 1.8% Max End
    • 25% Enhancement(Accuracy)
    • 30% Enhancement(RechargeTime)
    • 14% FlySpeed
    • 298 HP (19.9%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • MezResist(Immobilize) 16.5%
    • 20% Perception
    • 7% (0.12 End/sec) Recovery
    • 66% (4.13 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 19% RunSpeed
    Code:
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  16. *Much* better! And though I don't use Soul Transfer myself, I generally don't give people grief about it unless they get it instead of a really key power.

    Personally, I think Death Shroud *is* a key power for DA; not only is it a very potent taunt aura, but it also does a non-trivial amount of damage of a very non-resisted type. It needs to be slotted heavily for end reduction, but it is a very good power. However, since I don't have a good suggestion for what to drop instead of it, (ST or CP would be my choice) I'll leave it at that.

    Some slotting tweaks:

    The Kinetic Combat sets need accuracy and damage more than end reduction. I'd use either a Crushing Impact Acc/Dam/End or a Mako's Acc/Dam/End/Rchg instead of a end reduction common as the fifth slot.

    Tough doesn't need an extra slot of end reduction, I'd move that slot to Dark Embrace and add a Steadfast +Def. Which means, ta-da! you're very close to soft-capping for S/L/E/NE. (See, this story does have a happy ending, you're darn close to soft-capping and have a much better slotted build all around.)

    I use Eradication a lot, and if you only have 5 slots for the attack, I recommend the following: Eradication Dam, Dam/Rchg, Acc/Dam/Rchg plus Scirocco's Dervish Dam/End, Acc/Dam/End. You lose the HP bonus that way, but the attack will be fully slotted for damage and you'll get the a 10% regen bonus from the Scirocco's.

    Combat Jumping really doesn't need to be so heavily slotted. Since between the Erad and the GotA sets you're way over the cap on the 1.8% max end bonuses anyway, I'd slot it with a Kismet +Acc, a LotG Recharge, (if you can afford it; I rarely can!) and a common defense IO. That would free up a slot for Health, which is currently fairly underslotted.

    Good luck with your DA/Mace, it's a very fun combination!
  17. Urk...no Active Defense?!? Oh, you definitely need AD, it's your mez protection in addition to being your KB protection. Pick that up ASAP, slot it with 2 Recharge commons and you'll be able to drop Acro plus the two KB protection IOs. You're way over the soft-cap for F/C, so losing that third BotZ won't hurt a bit and will save you a ton of influence.

    You should also seriously consider getting Grant Cover; it's one of the powers in SD that provides defense debuff resistance. What to drop for it is a tough choice, but if you're set on CP/PP, I'd probably consider dropping Taunt or SJ.

    The Psi resist IO in Tough is pointless, since that's the only Psi resist you have and 3% won't do anything for you. I think four slots of Imperv Armor for the +recovery and +end bonuses would be a better choice.

    When you respec, I'd also recommend that you delay the Fighting Pool and take your attacks as soon as they're available. That way, you'll have them if you ever exempt down; and IME having a good attack chain is much more important than the additional mitigation of the Fighting Pool at those levels. In particular, you really don't want to be without Shield Charge if you don't have to be!

    With CJ toggled, you've got 53% melee/ranged and 57% AoE, so consider pulling back on some of the defense bonuses if the attack can be slotted better. For instance, Mako's Bite has a great defense bonus, but even 6-slotted it's underslotted for damage. I'd use another CI set in Clobber instead.
  18. You really don't want to know how I think this build would play. Three attacks completely unslotted for end reduction, defense powers grossly overslotted, no Op Gloom or Death Shroud, no KB protection...

    IMO, building a DA/Mace without Op Gloom is like a SS tank skipping Rage; sure, you could do it, by why on earth would you *want* to? Op Gloom takes minions completely out of the picture, and Op Gloom + Clobber will stun bosses; that's a whole lot of damage mitigation in itself.

    Capping S/L def on a tank is a laudable goal, but in this case you are doing so by neglecting DA's strengths. DA has lots of other damage mitigation tools besides defense, why don't you *use* them instead of trying to remake DA into a defense-based set?

    Here's the build for my DA/Mace; no Physical Perfection but the total recovery is only slightly lower than in your build. End drain is moderately higher, but the attacks are all well-slotted for end reduction which should more than make up for that. S/L defense is 41.5% and E/NE defense around 40%, more than enough to make a very tough tank given DA's other mitigation tools. Swapping out Air Sup/Fly for CJ/SJ would result in a small net gain in S/L def after losing one of the KC bonuses.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Watcher's Twilight: Level 50 Technology Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: War Mace
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:37(3), RctvArm-ResDam/EndRdx/Rchg:31(7), S'fstPrt-ResKB:11(36), RctvArm-ResDam:32(43)
    Level 1: Bash -- KntkC'bat-Acc/Dmg:29(A), KntkC'bat-Dmg/EndRdx:30(3), KntkC'bat-Dmg/Rchg:27(13), KntkC'bat-Knock%:21(15)
    Level 2: Pulverize -- KntkC'bat-Dmg/EndRdx:32(A), KntkC'bat-Dmg/Rchg:29(5), KntkC'bat-Acc/Dmg:31(13), KntkC'bat-Dmg/EndRdx/Rchg:27(15), C'ngImp-Acc/Dmg/EndRdx:35(45)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:38(5), RctvArm-ResDam/EndRdx/Rchg:31(9), RctvArm-ResDam:35(43)
    Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(7), KntkC'bat-Dmg/Rchg:29(17), KntkC'bat-Dmg/EndRdx/Rchg:30(17)
    Level 8: Obsidian Shield -- S'fstPrt-ResDam/Def+:22(A), S'fstPrt-ResKB:11(9), Aegis-ResDam/Rchg:36(11), Aegis-ResDam/EndRdx:34(43), Aegis-ResDam:35(45)
    Level 10: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg:40(11), Mocking-Taunt/Rchg/Rng:40(36), Mocking-Acc/Rchg:40(42)
    Level 12: Dark Regeneration -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:19(19), Erad-Acc/Rchg:30(19), Theft-+End%:30(21), Nictus-Acc/EndRdx/Heal/HP/Regen:50(21), Dct'dW-Heal/EndRdx:50(46)
    Level 14: Fly -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(23)
    Level 16: Swift -- Flight-I:40(A)
    Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:34(23), RgnTis-Regen+:30(25)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(25), P'Shift-End%:40(27)
    Level 22: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:19(29), M'Strk-Dmg/EndRdx:42(29), M'Strk-Acc/EndRdx:44(46)
    Level 24: Clobber -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:33(31), KntkC'bat-Dmg/Rchg:30(31), KntkC'bat-Dmg/EndRdx/Rchg:27(31), C'ngImp-Acc/Dmg:38(33), Dsrnt-I:50(33)
    Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg:39(A), Stpfy-Acc/Stun/Rchg:34(33)
    Level 28: Whirling Mace -- Erad-Dmg/Rchg:29(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Dmg:30(34), Sciroc-Dmg/EndRdx:50(34), Sciroc-Acc/Dmg/EndRdx:38(45)
    Level 30: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(36)
    Level 32: Cloak of Darkness -- Ksmt-ToHit+:15(A), GftotA-Def/EndRdx:38(37), GftotA-Def/Rchg:38(37), GftotA-Def:40(46)
    Level 35: Shatter -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Dmg:30(39), M'Strk-Dmg/EndRdx:44(39), M'Strk-Acc/EndRdx:42(39)
    Level 38: Crowd Control -- Erad-Dmg/Rchg:29(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Dmg:30(40), M'Strk-Dmg/EndRdx:48(40), M'Strk-Acc/EndRdx:44(42)
    Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 44: Boxing -- Acc-I:50(A)
    Level 47: Tough -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:37(48), RctvArm-ResDam/EndRdx/Rchg:34(48), RctvArm-ResDam:34(48)
    Level 49: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(50), GftotA-Def/EndRdx/Rchg:40(50), GftotA-Def:40(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 26.1% Defense(Smashing)
    • 26.1% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 23.9% Defense(Energy)
    • 23.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.6% Defense(Melee)
    • 15.8% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 9% Max End
    • 112.4 HP (6%) HitPoints
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 14.3%
    • MezResist(Sleep) 4.95%
    • 20% Perception
    • 10.5% (0.18 End/sec) Recovery
    • 10% (0.78 HP/sec) Regeneration
    • 5% Resistance(Fire)
    • 5% RunSpeed

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  19. I always recommend that players take powers for a respec in the same order they would if leveling, (unless there's something you're going to skip, of course) so you're not disadvantaged if/when you ever exempt for a TF or some other reason. It's no more work after all.

    *Huge* improvement on the slotting! If anything, you went a bit overboard with the melee defense--you now have over 54% with CJ toggled.

    Given that, there are few minor changes I'd recommend, mostly to add more slots to your first two attacks, which are still underslotted. They also add recharge, and move the high recharge Oblit set to Shield Charge, since you want that up and available as often as possible. I also swapped out the Impervs in Deflection for common IOs since it will give you a couple more percentage points of S/L def, but that's more of a personal preference thing.

    This build is two over the max on 21% HP bonuses, but that wasn't the primary reason I selected those sets.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Wrexx: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Stone Melee
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(3), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx/Rchg:50(5), ResDam-I:50(5), ResDam-I:50(7)
    Level 1: Stone Fist -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(17), C'ngImp-Dmg/Rchg:30(17), C'ngImp-Acc/Dmg/Rchg:30(19), C'ngImp-Acc/Dmg/EndRdx:50(37)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(21), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(34)
    Level 4: Heavy Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(34)
    Level 6: Battle Agility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/Rchg:50(9), LkGmblr-Def/EndRdx/Rchg:50(9)
    Level 8: True Grit -- Numna-Regen/Rcvry+:50(A), Numna-Heal/EndRdx:50(11), Numna-Heal:50(11), Numna-Heal/EndRdx/Rchg:50(13), ResDam-I:40(13), ResDam-I:50(15)
    Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(19)
    Level 12: Phalanx Fighting -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(15)
    Level 14: Against All Odds -- EndRdx-I:50(A)
    Level 16: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(46), GSFC-ToHit/Rchg/EndRdx:50(48), GSFC-Rchg/EndRdx:50(50), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
    Level 18: Boxing -- Acc-I:50(A)
    Level 20: Fault -- Annoy-Taunt:20(A), Annoy-Taunt/Rchg:20(21), Annoy-Taunt/Rchg/Rng:20(46)
    Level 22: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(23), ImpArm-ResPsi:40(23), ImpArm-ResDam/Rchg:30(25), S'fstPrt-ResDam/Def+:30(25)
    Level 24: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/Rchg:50(27), LkGmblr-Def/EndRdx/Rchg:50(29)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(46)
    Level 28: Hurl Boulder -- Ruin-Dmg/Rchg:35(A), Ruin-Dmg/EndRdx:35(34), Ruin-Acc/Dmg:35(37), Ruin-Acc/EndRdx/Rchg:35(40), Ruin-Acc/Dmg/Rchg:35(42)
    Level 30: Hurdle -- Jump-I:50(A)
    Level 32: Grant Cover -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(48)
    Level 35: Tremor -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(37)
    Level 38: Seismic Smash -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(39), Mako-Dmg/Rchg:50(39), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(40)
    Level 41: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(42), Numna-Heal/EndRdx/Rchg:50(42), Numna-Heal/Rchg:50(43)
    Level 44: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(45), P'Shift-EndMod/Acc:50(45), P'Shift-EndMod/Acc/Rchg:50(45)
    Level 47: Combat Jumping -- GftotA-Def/EndRdx:40(A), GftotA-Def:30(48)
    Level 49: Super Jump -- ULeap-Jump:50(A)
    ------------
    Level 1: Brawl -- Dmg-I:50(A)
    Level 1: Sprint -- ULeap-Jump:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 7.38% Defense(Smashing)
    • 7.38% Defense(Lethal)
    • 6.75% Defense(Fire)
    • 6.75% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 9.88% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 10.5% Defense(AoE)
    • 2.25% Max End
    • 66% Enhancement(Accuracy)
    • 12% Enhancement(Heal)
    • 20% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 274.1 HP (14.6%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 9.9%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 1.65%
    • 9.5% (0.16 End/sec) Recovery
    • 82% (6.42 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 10% RunSpeed
    • 1% XPDebtProtection

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  20. Well, your slotting definitely needs work, you're not soft-capped to melee defense, and that should be a top priority.

    But first, the fact that you're waiting until 44 (!) for Stamina is a serious problem. It is much, MUCH more important to take Stamina by 20 than it is to fit in the Fighting Pool early. I doubt you'd have the endurance to run Tough, Weave, your other toggles, and fight at the same time without Stamina. You need to rearrange your power selection so you can take Stamina by 20. You should also consider either dropping one of the Mallets or One with the Shield so you can take Grant Cover; it is one of SD's sources of defense debuff resistance.

    In general, your slotting is a odd mix of extreme underslotting (Deflection, Battle Agility, several of your attacks) and extreme overslotting (Tough, Weave, Phalanx Fighting, Heath and Stamina). For toggles with just one attribute to enhance like BA, Tough and Weave, 4 slots is plenty unless there's a specific bonus you're slotting for. In SD, two of the powers, Deflection and True Grit, have two main attributes to slot so they should be 5 or 6 slotted. If possible, all attacks should be at leat 5 slotted, unless it's being used solely as as a set mule as Boxing often is.

    From the top:

    Deflection: Slot for *defense* primarily, resistance and end reduction secondarily. I recommend four slots of the defense set of your choice, plus two common resist IOs. Please note that Shield Defense does NOT need KB protection! Active Defense will take care of that.

    Battle Agility: 4 slot for defense with Def, Def/End, Def/Rchg, Def/End/Rchg. Any set will do, so pick by cost and what bonuses you like.

    True Grit: I'd recommend either 3 Heal commons, 2 resist commons, plus the Steadfast +Def, OR 4 Heal set IOs plus 2 resist commons.

    Phalanx Fighting: Slotting for defense does *not* increase the defense to you unless you're getting the ally bonus, so most players don't go more than 1or 2 slots. Any defense set or defense commons are fine.

    Tough: 4 slots of any resist set, plus the Steadfast +def if you haven't slotted it elsewhere.

    Weave: See Battle Agility.

    Stone Fist, the two mallets, and Tremor are woefully underslotted. Since you're low on melee defense, (at least partly because Deflection is unslotted for defense) look for sets like Touch of Death and Obliteration that have melee defense bonuses.

    As I mentioned, Health and Stamina are overslotted. I know you're slotting for the defense bonuses, but wouldn't it make more sense to 6 slot your attacks for bonuses rather than a one-attribute passive like Health and Stamina?
  21. Finduilas

    INV/ss/Pyre?

    Quote:
    Originally Posted by NuclearCowboy View Post
    I guess I've never really know how those Miracle and Numina procs work. So if they are in Health they check ever so often to go off instead of going off only when I would click DP? That's the kind of feedback I'm looking for. Thanks guys!
    They're what are sometimes called "proc-120s", because they have a 100% chance to go off when a power is activated, and last for 120 seconds afterward. For toggles, that means they are on as long as the toggle is, and for 120 seconds after it's turned off. For passives, it means they're always on. So a click power is the worst place to put them, and a passive the best.

    Just an FYI, the Stealth IOs are the same type, but they can't be slotted in passives because TPTB feel that having "always on" stealth is not a good thing.

    Regular procs, like the "chance for X damage" IOs have a chance to go off every time a click power is activated. In toggles, they have a chance to go off every 10 seconds.
  22. Finduilas

    INV/ss/Pyre?

    I agree that you could afford to drop some of the S/L defense. I'd swap out the Oblit set in Footstomp for 4 Eradication (everything but the Damage and the KD proc) and two Scirocco's Dervish; Dam/End and Acc/Dam/End. That will soft-cap you for E/NE as well as S/L, plus the attack will be better slotted for end reduction, and you get +end and +regen bonuses.

    I'd also recommend that you 4-slot Invinc and Weave with Gift of the Ancients, which will give you +end and +recovery bonuses--and they're much less expensive than LotG. The bonuses will do a lot more for you than slotting additional end reduction in those toggles.

    EDIT: Didn't notice the DP slotting. I completely agree with EGB, move the regen/recovery uniques to Health. For DP, I recommend 5 slots of Doctored Wounds--everything but the Heal/End/Rchg. To free up a slot, I'd move the two Pounding Slugfests to Haymaker, and stay with 5 slots in Jab. A CI Acc/Dam/End or a Mako's Acc/Dam/End/Rchg would be a good choice for the final slot in Jab.
  23. Quote:
    Originally Posted by Ironblade View Post
    Wait, what???
    Two people are saying that Taunt is not always auto-hit (outside of PvP). To the best of my knowledge, that is wrong. I am under the impression that TAUNT (the actual power with that name) is always auto-hit in PvE. Am I wrong? Please note, I'm not talking about taunt AURAS or taunt EFFECTS - just the power 'Taunt'.

    Specifically, I'm saying that Taunt *IS* auto-hit against AV's and GM's.
    Yes, you're right, it is. I think Largo got Taunt and Taunt auras confused, since Taunt Auras are not autohit against AVs and GMs.

    I wasn't sure he was right, but I didn't bother to check, which I should have done.

    Thanks for catching the mistake.
  24. Finduilas

    Sd/ba

    Quote:
    Originally Posted by NuclearMedicine View Post
    Two IO common Recharge Redux should do it, level 35+, I think I used two 40s on mine.
    Actually, two level 25 common IOs will do it, though most people like a little more overlap than that.

    EDIT: Oops, just realized I tried the 25s on a build that has some recharge bonuses. Without any other forms of recharge, two level 30 common IOs is juuuust enough to make it perma.
  25. Finduilas

    Dark/SS Tank

    Obliteration is a bad choice for Death Shroud since the set has so little endurance reduction. Scirocco's or Multi Strike would be a better choice, though you'd be losing some Melee def.

    Dark Regen is underslotted for well, everything, but especially for accuracy and end reduction. Cloak of Fear also needs more accuracy and end red. Op Gloom doesn't need that many slots, though I know you're probably slotting for the bonuses, but that would be a good place to pull slots from for your other powers.

    Weave is also underslotted, which is an odd choice considering how you're slotting for defense bonuses.

    Personally, I think the Presence pool is not worth the powers and slots, so I'll have to defer to someone with more expertise on the slotting. They look underslotted, however.

    Lastly, though I know the Gaussian's bonuses are appealing, Focused Accuracy is a hugely end-hungry power, and even with Physical Perfection I have my doubts that you could manage its end use along with everything else. Conserve Power would be a much better choice for a Dark tank.